Jump to content
The Dark Mod Forums

Display editor-specific skins in editor?


Recommended Posts

I was wondering if there was a way to make models display differently in DarkRadiant.

For example: a model that has specific material settings that make it appear dark/black in the editor (i.e. the material has something like: RGB parm5, or a fire burn effect stage, etc). The model looks fine in-game; but looks strange in the editor due to its various material settings.

I was wondering if there was some sort of keyvalue like "editor_displayskin" that would make the model use a specific skin override when displayed in the DarkRadiant editor -- this keyvalue would point toward a 'sanitized' version of the material that makes it appear more correct in the editor.

Link to comment
Share on other sites

There is not currently any such feature.

It probably wouldn't be a huge amount of work to implement, but to me it seems very much a stop-gap measure of limited utility. The objective of the lighting mode render is to look as similar to the game as possible by rendering objects in the same way; if you want a more visible but less accurate view, the unlit render mode is designed for this purpose. When the lighting mode does not look the same as the game, this can be considered a bug in the DR renderer which should eventually be fixed (and Greebo has been doing some amazing work in DR 3.0 closing the gap between game and editor rendering).

I don't think that manually creating "editor-only skins", simply to fake the correct rendered appearance, is a good use of either mapper time or developer time. Mappers should create content the way they want it to look in the game, and DR should do the best job it can to render that content in an accurate way.

Link to comment
Share on other sites

The editor is a tool in the service of a mapper getting their vision into the map. I think having brushes more accurately reflecting their final state, or what's most useful for the mapper to have it reflected as, can be fairly seen as contributing to that task. At the end of the day, mapping has as much to do with the attention and motivation of the mapper than the technical aspects by themselves. And the benchmark is what mappers find useful. I'd think of it as in the neighborhood of grouping; it's a mapper added tweak for mapping purposes. So I think it's a worthwhile feature to have.

That said, it'd call for a feature request, and I don't know how high the relative priority would be for it, which is another issue.

  • Like 1

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

qer_editorimage?

This is ignored by the renderer and only affects how Radiant displays it.  Another workaround is to have different MTR files, one that is activated for mapping and then swapped out again for playtesting, which could be done with simple BAT files.  There are a few options I can think, for the sake of better editor visibility.

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 2 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...